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4f13237895
Change CRLF to LF in repo.
1428 lines
34 KiB
C++
1428 lines
34 KiB
C++
/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// human scientist (passive lab worker)
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//=========================================================
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "talkmonster.h"
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#include "schedule.h"
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#include "defaultai.h"
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#include "scripted.h"
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#include "animation.h"
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#include "soundent.h"
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#define NUM_SCIENTIST_HEADS 4 // four heads available for scientist model
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enum { HEAD_GLASSES = 0, HEAD_EINSTEIN = 1, HEAD_LUTHER = 2, HEAD_SLICK = 3 };
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enum
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{
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SCHED_HIDE = LAST_TALKMONSTER_SCHEDULE + 1,
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SCHED_FEAR,
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SCHED_PANIC,
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SCHED_STARTLE,
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SCHED_TARGET_CHASE_SCARED,
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SCHED_TARGET_FACE_SCARED,
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};
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enum
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{
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TASK_SAY_HEAL = LAST_TALKMONSTER_TASK + 1,
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TASK_HEAL,
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TASK_SAY_FEAR,
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TASK_RUN_PATH_SCARED,
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TASK_SCREAM,
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TASK_RANDOM_SCREAM,
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TASK_MOVE_TO_TARGET_RANGE_SCARED,
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};
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define SCIENTIST_AE_HEAL ( 1 )
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#define SCIENTIST_AE_NEEDLEON ( 2 )
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#define SCIENTIST_AE_NEEDLEOFF ( 3 )
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//=======================================================
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// Scientist
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//=======================================================
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class CScientist : public CTalkMonster
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{
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public:
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void Spawn( void );
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void Precache( void );
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void SetYawSpeed( void );
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int Classify ( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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void RunTask( Task_t *pTask );
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void StartTask( Task_t *pTask );
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int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; }
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int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
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virtual int FriendNumber( int arrayNumber );
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void SetActivity ( Activity newActivity );
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Activity GetStoppedActivity( void );
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int ISoundMask( void );
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void DeclineFollowing( void );
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float CoverRadius( void ) { return 1200; } // Need more room for cover because scientists want to get far away!
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BOOL DisregardEnemy( CBaseEntity *pEnemy ) { return !pEnemy->IsAlive() || (gpGlobals->time - m_fearTime) > 15; }
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BOOL CanHeal( void );
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void Heal( void );
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void Scream( void );
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// Override these to set behavior
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Schedule_t *GetScheduleOfType ( int Type );
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Schedule_t *GetSchedule ( void );
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MONSTERSTATE GetIdealState ( void );
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void DeathSound( void );
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void PainSound( void );
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void TalkInit( void );
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void Killed( entvars_t *pevAttacker, int iGib );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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CUSTOM_SCHEDULES;
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private:
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float m_painTime;
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float m_healTime;
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float m_fearTime;
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};
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LINK_ENTITY_TO_CLASS( monster_scientist, CScientist );
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TYPEDESCRIPTION CScientist::m_SaveData[] =
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{
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DEFINE_FIELD( CScientist, m_painTime, FIELD_TIME ),
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DEFINE_FIELD( CScientist, m_healTime, FIELD_TIME ),
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DEFINE_FIELD( CScientist, m_fearTime, FIELD_TIME ),
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};
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IMPLEMENT_SAVERESTORE( CScientist, CTalkMonster );
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//=========================================================
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// AI Schedules Specific to this monster
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//=========================================================
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Task_t tlFollow[] =
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{
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_CANT_FOLLOW }, // If you fail, bail out of follow
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{ TASK_MOVE_TO_TARGET_RANGE,(float)128 }, // Move within 128 of target ent (client)
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// { TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE },
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};
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Schedule_t slFollow[] =
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{
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{
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tlFollow,
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ARRAYSIZE ( tlFollow ),
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bits_COND_NEW_ENEMY |
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE |
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bits_COND_HEAR_SOUND,
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bits_SOUND_COMBAT |
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bits_SOUND_DANGER,
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"Follow"
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},
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};
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Task_t tlFollowScared[] =
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{
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_TARGET_CHASE },// If you fail, follow normally
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{ TASK_MOVE_TO_TARGET_RANGE_SCARED,(float)128 }, // Move within 128 of target ent (client)
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// { TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE_SCARED },
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};
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Schedule_t slFollowScared[] =
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{
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{
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tlFollowScared,
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ARRAYSIZE ( tlFollowScared ),
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bits_COND_NEW_ENEMY |
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bits_COND_HEAR_SOUND |
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE,
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bits_SOUND_DANGER,
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"FollowScared"
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},
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};
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Task_t tlFaceTargetScared[] =
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{
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{ TASK_FACE_TARGET, (float)0 },
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{ TASK_SET_ACTIVITY, (float)ACT_CROUCHIDLE },
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{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE_SCARED },
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};
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Schedule_t slFaceTargetScared[] =
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{
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{
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tlFaceTargetScared,
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ARRAYSIZE ( tlFaceTargetScared ),
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bits_COND_HEAR_SOUND |
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bits_COND_NEW_ENEMY,
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bits_SOUND_DANGER,
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"FaceTargetScared"
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},
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};
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Task_t tlStopFollowing[] =
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{
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{ TASK_CANT_FOLLOW, (float)0 },
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};
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Schedule_t slStopFollowing[] =
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{
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{
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tlStopFollowing,
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ARRAYSIZE ( tlStopFollowing ),
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0,
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0,
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"StopFollowing"
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},
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};
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Task_t tlHeal[] =
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{
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{ TASK_MOVE_TO_TARGET_RANGE,(float)50 }, // Move within 60 of target ent (client)
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_TARGET_CHASE }, // If you fail, catch up with that guy! (change this to put syringe away and then chase)
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{ TASK_FACE_IDEAL, (float)0 },
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{ TASK_SAY_HEAL, (float)0 },
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{ TASK_PLAY_SEQUENCE_FACE_TARGET, (float)ACT_ARM }, // Whip out the needle
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{ TASK_HEAL, (float)0 }, // Put it in the player
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{ TASK_PLAY_SEQUENCE_FACE_TARGET, (float)ACT_DISARM }, // Put away the needle
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};
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Schedule_t slHeal[] =
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{
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{
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tlHeal,
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ARRAYSIZE ( tlHeal ),
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0, // Don't interrupt or he'll end up running around with a needle all the time
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0,
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"Heal"
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},
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};
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Task_t tlFaceTarget[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_FACE_TARGET, (float)0 },
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
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{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE },
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};
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Schedule_t slFaceTarget[] =
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{
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{
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tlFaceTarget,
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ARRAYSIZE ( tlFaceTarget ),
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bits_COND_CLIENT_PUSH |
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bits_COND_NEW_ENEMY |
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bits_COND_HEAR_SOUND,
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bits_SOUND_COMBAT |
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bits_SOUND_DANGER,
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"FaceTarget"
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},
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};
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Task_t tlSciPanic[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_FACE_ENEMY, (float)0 },
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{ TASK_SCREAM, (float)0 },
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{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_EXCITED }, // This is really fear-stricken excitement
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
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};
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Schedule_t slSciPanic[] =
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{
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{
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tlSciPanic,
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ARRAYSIZE ( tlSciPanic ),
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0,
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0,
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"SciPanic"
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},
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};
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Task_t tlIdleSciStand[] =
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{
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{ TASK_STOP_MOVING, 0 },
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
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{ TASK_WAIT, (float)2 }, // repick IDLESTAND every two seconds.
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{ TASK_TLK_HEADRESET, (float)0 }, // reset head position
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};
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Schedule_t slIdleSciStand[] =
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{
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{
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tlIdleSciStand,
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ARRAYSIZE ( tlIdleSciStand ),
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bits_COND_NEW_ENEMY |
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE |
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bits_COND_HEAR_SOUND |
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bits_COND_SMELL |
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bits_COND_CLIENT_PUSH |
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bits_COND_PROVOKED,
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bits_SOUND_COMBAT |// sound flags
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//bits_SOUND_PLAYER |
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//bits_SOUND_WORLD |
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bits_SOUND_DANGER |
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bits_SOUND_MEAT |// scents
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bits_SOUND_CARCASS |
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bits_SOUND_GARBAGE,
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"IdleSciStand"
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},
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};
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Task_t tlScientistCover[] =
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{
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic!
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
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{ TASK_RUN_PATH_SCARED, (float)0 },
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{ TASK_TURN_LEFT, (float)179 },
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{ TASK_SET_SCHEDULE, (float)SCHED_HIDE },
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};
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Schedule_t slScientistCover[] =
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{
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{
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tlScientistCover,
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ARRAYSIZE ( tlScientistCover ),
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bits_COND_NEW_ENEMY,
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0,
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"ScientistCover"
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},
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};
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Task_t tlScientistHide[] =
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{
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic!
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_PLAY_SEQUENCE, (float)ACT_CROUCH },
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{ TASK_SET_ACTIVITY, (float)ACT_CROUCHIDLE }, // FIXME: This looks lame
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{ TASK_WAIT_RANDOM, (float)10.0 },
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};
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Schedule_t slScientistHide[] =
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{
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{
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tlScientistHide,
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ARRAYSIZE ( tlScientistHide ),
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bits_COND_NEW_ENEMY |
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bits_COND_HEAR_SOUND |
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bits_COND_SEE_ENEMY |
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bits_COND_SEE_HATE |
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bits_COND_SEE_FEAR |
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bits_COND_SEE_DISLIKE,
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bits_SOUND_DANGER,
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"ScientistHide"
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},
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};
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Task_t tlScientistStartle[] =
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{
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic!
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{ TASK_RANDOM_SCREAM, (float)0.3 }, // Scream 30% of the time
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH },
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{ TASK_RANDOM_SCREAM, (float)0.1 }, // Scream again 10% of the time
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{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCHIDLE },
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{ TASK_WAIT_RANDOM, (float)1.0 },
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};
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Schedule_t slScientistStartle[] =
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{
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{
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tlScientistStartle,
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ARRAYSIZE ( tlScientistStartle ),
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bits_COND_NEW_ENEMY |
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bits_COND_SEE_ENEMY |
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bits_COND_SEE_HATE |
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bits_COND_SEE_FEAR |
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bits_COND_SEE_DISLIKE,
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0,
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"ScientistStartle"
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},
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};
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Task_t tlFear[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_FACE_ENEMY, (float)0 },
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{ TASK_SAY_FEAR, (float)0 },
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// { TASK_PLAY_SEQUENCE, (float)ACT_FEAR_DISPLAY },
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};
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Schedule_t slFear[] =
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{
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{
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tlFear,
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ARRAYSIZE ( tlFear ),
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bits_COND_NEW_ENEMY,
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0,
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"Fear"
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},
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};
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DEFINE_CUSTOM_SCHEDULES( CScientist )
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{
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slFollow,
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slFaceTarget,
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slIdleSciStand,
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slFear,
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slScientistCover,
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slScientistHide,
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slScientistStartle,
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slHeal,
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slStopFollowing,
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slSciPanic,
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slFollowScared,
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slFaceTargetScared,
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};
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IMPLEMENT_CUSTOM_SCHEDULES( CScientist, CTalkMonster );
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void CScientist::DeclineFollowing( void )
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{
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Talk( 10 );
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m_hTalkTarget = m_hEnemy;
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PlaySentence( "SC_POK", 2, VOL_NORM, ATTN_NORM );
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}
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void CScientist :: Scream( void )
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{
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if ( FOkToSpeak() )
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{
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Talk( 10 );
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m_hTalkTarget = m_hEnemy;
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PlaySentence( "SC_SCREAM", RANDOM_FLOAT(3, 6), VOL_NORM, ATTN_NORM );
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}
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}
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Activity CScientist::GetStoppedActivity( void )
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{
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if ( m_hEnemy != NULL )
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return ACT_EXCITED;
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return CTalkMonster::GetStoppedActivity();
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}
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void CScientist :: StartTask( Task_t *pTask )
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{
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switch( pTask->iTask )
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{
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case TASK_SAY_HEAL:
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// if ( FOkToSpeak() )
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Talk( 2 );
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m_hTalkTarget = m_hTargetEnt;
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PlaySentence( "SC_HEAL", 2, VOL_NORM, ATTN_IDLE );
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TaskComplete();
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break;
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case TASK_SCREAM:
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Scream();
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TaskComplete();
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break;
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case TASK_RANDOM_SCREAM:
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if ( RANDOM_FLOAT( 0, 1 ) < pTask->flData )
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Scream();
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TaskComplete();
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break;
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case TASK_SAY_FEAR:
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if ( FOkToSpeak() )
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{
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Talk( 2 );
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m_hTalkTarget = m_hEnemy;
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if ( m_hEnemy->IsPlayer() )
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PlaySentence( "SC_PLFEAR", 5, VOL_NORM, ATTN_NORM );
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else
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PlaySentence( "SC_FEAR", 5, VOL_NORM, ATTN_NORM );
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}
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TaskComplete();
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break;
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case TASK_HEAL:
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m_IdealActivity = ACT_MELEE_ATTACK1;
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break;
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case TASK_RUN_PATH_SCARED:
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m_movementActivity = ACT_RUN_SCARED;
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break;
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case TASK_MOVE_TO_TARGET_RANGE_SCARED:
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{
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if ( (m_hTargetEnt->pev->origin - pev->origin).Length() < 1 )
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TaskComplete();
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else
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{
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m_vecMoveGoal = m_hTargetEnt->pev->origin;
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if ( !MoveToTarget( ACT_WALK_SCARED, 0.5 ) )
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TaskFail();
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}
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}
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break;
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default:
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CTalkMonster::StartTask( pTask );
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break;
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}
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}
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void CScientist :: RunTask( Task_t *pTask )
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{
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switch ( pTask->iTask )
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{
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case TASK_RUN_PATH_SCARED:
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if ( MovementIsComplete() )
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TaskComplete();
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if ( RANDOM_LONG(0,31) < 8 )
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Scream();
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break;
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case TASK_MOVE_TO_TARGET_RANGE_SCARED:
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{
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if ( RANDOM_LONG(0,63)< 8 )
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Scream();
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if ( m_hEnemy == NULL )
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{
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TaskFail();
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}
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else
|
|
{
|
|
float distance;
|
|
|
|
distance = ( m_vecMoveGoal - pev->origin ).Length2D();
|
|
// Re-evaluate when you think your finished, or the target has moved too far
|
|
if ( (distance < pTask->flData) || (m_vecMoveGoal - m_hTargetEnt->pev->origin).Length() > pTask->flData * 0.5 )
|
|
{
|
|
m_vecMoveGoal = m_hTargetEnt->pev->origin;
|
|
distance = ( m_vecMoveGoal - pev->origin ).Length2D();
|
|
FRefreshRoute();
|
|
}
|
|
|
|
// Set the appropriate activity based on an overlapping range
|
|
// overlap the range to prevent oscillation
|
|
if ( distance < pTask->flData )
|
|
{
|
|
TaskComplete();
|
|
RouteClear(); // Stop moving
|
|
}
|
|
else if ( distance < 190 && m_movementActivity != ACT_WALK_SCARED )
|
|
m_movementActivity = ACT_WALK_SCARED;
|
|
else if ( distance >= 270 && m_movementActivity != ACT_RUN_SCARED )
|
|
m_movementActivity = ACT_RUN_SCARED;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_HEAL:
|
|
if ( m_fSequenceFinished )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
if ( TargetDistance() > 90 )
|
|
TaskComplete();
|
|
pev->ideal_yaw = UTIL_VecToYaw( m_hTargetEnt->pev->origin - pev->origin );
|
|
ChangeYaw( pev->yaw_speed );
|
|
}
|
|
break;
|
|
default:
|
|
CTalkMonster::RunTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// Classify - indicates this monster's place in the
|
|
// relationship table.
|
|
//=========================================================
|
|
int CScientist :: Classify ( void )
|
|
{
|
|
return CLASS_HUMAN_PASSIVE;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// SetYawSpeed - allows each sequence to have a different
|
|
// turn rate associated with it.
|
|
//=========================================================
|
|
void CScientist :: SetYawSpeed ( void )
|
|
{
|
|
int ys;
|
|
|
|
ys = 90;
|
|
|
|
switch ( m_Activity )
|
|
{
|
|
case ACT_IDLE:
|
|
ys = 120;
|
|
break;
|
|
case ACT_WALK:
|
|
ys = 180;
|
|
break;
|
|
case ACT_RUN:
|
|
ys = 150;
|
|
break;
|
|
case ACT_TURN_LEFT:
|
|
case ACT_TURN_RIGHT:
|
|
ys = 120;
|
|
break;
|
|
}
|
|
|
|
pev->yaw_speed = ys;
|
|
}
|
|
|
|
//=========================================================
|
|
// HandleAnimEvent - catches the monster-specific messages
|
|
// that occur when tagged animation frames are played.
|
|
//=========================================================
|
|
void CScientist :: HandleAnimEvent( MonsterEvent_t *pEvent )
|
|
{
|
|
switch( pEvent->event )
|
|
{
|
|
case SCIENTIST_AE_HEAL: // Heal my target (if within range)
|
|
Heal();
|
|
break;
|
|
case SCIENTIST_AE_NEEDLEON:
|
|
{
|
|
int oldBody = pev->body;
|
|
pev->body = (oldBody % NUM_SCIENTIST_HEADS) + NUM_SCIENTIST_HEADS * 1;
|
|
}
|
|
break;
|
|
case SCIENTIST_AE_NEEDLEOFF:
|
|
{
|
|
int oldBody = pev->body;
|
|
pev->body = (oldBody % NUM_SCIENTIST_HEADS) + NUM_SCIENTIST_HEADS * 0;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
CTalkMonster::HandleAnimEvent( pEvent );
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// Spawn
|
|
//=========================================================
|
|
void CScientist :: Spawn( void )
|
|
{
|
|
Precache( );
|
|
|
|
SET_MODEL(ENT(pev), "models/scientist.mdl");
|
|
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
|
|
|
|
pev->solid = SOLID_SLIDEBOX;
|
|
pev->movetype = MOVETYPE_STEP;
|
|
m_bloodColor = BLOOD_COLOR_RED;
|
|
pev->health = gSkillData.scientistHealth;
|
|
pev->view_ofs = Vector ( 0, 0, 50 );// position of the eyes relative to monster's origin.
|
|
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so scientists will notice player and say hello
|
|
m_MonsterState = MONSTERSTATE_NONE;
|
|
|
|
// m_flDistTooFar = 256.0;
|
|
|
|
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE;
|
|
|
|
// White hands
|
|
pev->skin = 0;
|
|
|
|
if ( pev->body == -1 )
|
|
{// -1 chooses a random head
|
|
pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS-1);// pick a head, any head
|
|
}
|
|
|
|
// Luther is black, make his hands black
|
|
if ( pev->body == HEAD_LUTHER )
|
|
pev->skin = 1;
|
|
|
|
MonsterInit();
|
|
SetUse( FollowerUse );
|
|
}
|
|
|
|
//=========================================================
|
|
// Precache - precaches all resources this monster needs
|
|
//=========================================================
|
|
void CScientist :: Precache( void )
|
|
{
|
|
PRECACHE_MODEL("models/scientist.mdl");
|
|
PRECACHE_SOUND("scientist/sci_pain1.wav");
|
|
PRECACHE_SOUND("scientist/sci_pain2.wav");
|
|
PRECACHE_SOUND("scientist/sci_pain3.wav");
|
|
PRECACHE_SOUND("scientist/sci_pain4.wav");
|
|
PRECACHE_SOUND("scientist/sci_pain5.wav");
|
|
|
|
// every new scientist must call this, otherwise
|
|
// when a level is loaded, nobody will talk (time is reset to 0)
|
|
TalkInit();
|
|
|
|
CTalkMonster::Precache();
|
|
}
|
|
|
|
// Init talk data
|
|
void CScientist :: TalkInit()
|
|
{
|
|
|
|
CTalkMonster::TalkInit();
|
|
|
|
// scientist will try to talk to friends in this order:
|
|
|
|
m_szFriends[0] = "monster_scientist";
|
|
m_szFriends[1] = "monster_sitting_scientist";
|
|
m_szFriends[2] = "monster_barney";
|
|
|
|
// scientists speach group names (group names are in sentences.txt)
|
|
|
|
m_szGrp[TLK_ANSWER] = "SC_ANSWER";
|
|
m_szGrp[TLK_QUESTION] = "SC_QUESTION";
|
|
m_szGrp[TLK_IDLE] = "SC_IDLE";
|
|
m_szGrp[TLK_STARE] = "SC_STARE";
|
|
m_szGrp[TLK_USE] = "SC_OK";
|
|
m_szGrp[TLK_UNUSE] = "SC_WAIT";
|
|
m_szGrp[TLK_STOP] = "SC_STOP";
|
|
m_szGrp[TLK_NOSHOOT] = "SC_SCARED";
|
|
m_szGrp[TLK_HELLO] = "SC_HELLO";
|
|
|
|
m_szGrp[TLK_PLHURT1] = "!SC_CUREA";
|
|
m_szGrp[TLK_PLHURT2] = "!SC_CUREB";
|
|
m_szGrp[TLK_PLHURT3] = "!SC_CUREC";
|
|
|
|
m_szGrp[TLK_PHELLO] = "SC_PHELLO";
|
|
m_szGrp[TLK_PIDLE] = "SC_PIDLE";
|
|
m_szGrp[TLK_PQUESTION] = "SC_PQUEST";
|
|
m_szGrp[TLK_SMELL] = "SC_SMELL";
|
|
|
|
m_szGrp[TLK_WOUND] = "SC_WOUND";
|
|
m_szGrp[TLK_MORTAL] = "SC_MORTAL";
|
|
|
|
// get voice for head
|
|
switch (pev->body % 3)
|
|
{
|
|
default:
|
|
case HEAD_GLASSES: m_voicePitch = 105; break; //glasses
|
|
case HEAD_EINSTEIN: m_voicePitch = 100; break; //einstein
|
|
case HEAD_LUTHER: m_voicePitch = 95; break; //luther
|
|
case HEAD_SLICK: m_voicePitch = 100; break;//slick
|
|
}
|
|
}
|
|
|
|
int CScientist :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
|
|
{
|
|
|
|
if ( pevInflictor && pevInflictor->flags & FL_CLIENT )
|
|
{
|
|
Remember( bits_MEMORY_PROVOKED );
|
|
StopFollowing( TRUE );
|
|
}
|
|
|
|
// make sure friends talk about it if player hurts scientist...
|
|
return CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// ISoundMask - returns a bit mask indicating which types
|
|
// of sounds this monster regards. In the base class implementation,
|
|
// monsters care about all sounds, but no scents.
|
|
//=========================================================
|
|
int CScientist :: ISoundMask ( void )
|
|
{
|
|
return bits_SOUND_WORLD |
|
|
bits_SOUND_COMBAT |
|
|
bits_SOUND_DANGER |
|
|
bits_SOUND_PLAYER;
|
|
}
|
|
|
|
//=========================================================
|
|
// PainSound
|
|
//=========================================================
|
|
void CScientist :: PainSound ( void )
|
|
{
|
|
if (gpGlobals->time < m_painTime )
|
|
return;
|
|
|
|
m_painTime = gpGlobals->time + RANDOM_FLOAT(0.5, 0.75);
|
|
|
|
switch (RANDOM_LONG(0,4))
|
|
{
|
|
case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
case 3: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain4.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
case 4: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain5.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// DeathSound
|
|
//=========================================================
|
|
void CScientist :: DeathSound ( void )
|
|
{
|
|
PainSound();
|
|
}
|
|
|
|
|
|
void CScientist::Killed( entvars_t *pevAttacker, int iGib )
|
|
{
|
|
SetUse( NULL );
|
|
CTalkMonster::Killed( pevAttacker, iGib );
|
|
}
|
|
|
|
|
|
void CScientist :: SetActivity ( Activity newActivity )
|
|
{
|
|
int iSequence;
|
|
|
|
iSequence = LookupActivity ( newActivity );
|
|
|
|
// Set to the desired anim, or default anim if the desired is not present
|
|
if ( iSequence == ACTIVITY_NOT_AVAILABLE )
|
|
newActivity = ACT_IDLE;
|
|
CTalkMonster::SetActivity( newActivity );
|
|
}
|
|
|
|
|
|
Schedule_t* CScientist :: GetScheduleOfType ( int Type )
|
|
{
|
|
Schedule_t *psched;
|
|
|
|
switch( Type )
|
|
{
|
|
// Hook these to make a looping schedule
|
|
case SCHED_TARGET_FACE:
|
|
// call base class default so that scientist will talk
|
|
// when 'used'
|
|
psched = CTalkMonster::GetScheduleOfType(Type);
|
|
|
|
if (psched == slIdleStand)
|
|
return slFaceTarget; // override this for different target face behavior
|
|
else
|
|
return psched;
|
|
|
|
case SCHED_TARGET_CHASE:
|
|
return slFollow;
|
|
|
|
case SCHED_CANT_FOLLOW:
|
|
return slStopFollowing;
|
|
|
|
case SCHED_PANIC:
|
|
return slSciPanic;
|
|
|
|
case SCHED_TARGET_CHASE_SCARED:
|
|
return slFollowScared;
|
|
|
|
case SCHED_TARGET_FACE_SCARED:
|
|
return slFaceTargetScared;
|
|
|
|
case SCHED_IDLE_STAND:
|
|
// call base class default so that scientist will talk
|
|
// when standing during idle
|
|
psched = CTalkMonster::GetScheduleOfType(Type);
|
|
|
|
if (psched == slIdleStand)
|
|
return slIdleSciStand;
|
|
else
|
|
return psched;
|
|
|
|
case SCHED_HIDE:
|
|
return slScientistHide;
|
|
|
|
case SCHED_STARTLE:
|
|
return slScientistStartle;
|
|
|
|
case SCHED_FEAR:
|
|
return slFear;
|
|
}
|
|
|
|
return CTalkMonster::GetScheduleOfType( Type );
|
|
}
|
|
|
|
Schedule_t *CScientist :: GetSchedule ( void )
|
|
{
|
|
// so we don't keep calling through the EHANDLE stuff
|
|
CBaseEntity *pEnemy = m_hEnemy;
|
|
|
|
if ( HasConditions( bits_COND_HEAR_SOUND ) )
|
|
{
|
|
CSound *pSound;
|
|
pSound = PBestSound();
|
|
|
|
ASSERT( pSound != NULL );
|
|
if ( pSound && (pSound->m_iType & bits_SOUND_DANGER) )
|
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
|
|
}
|
|
|
|
switch( m_MonsterState )
|
|
{
|
|
case MONSTERSTATE_ALERT:
|
|
case MONSTERSTATE_IDLE:
|
|
if ( pEnemy )
|
|
{
|
|
if ( HasConditions( bits_COND_SEE_ENEMY ) )
|
|
m_fearTime = gpGlobals->time;
|
|
else if ( DisregardEnemy( pEnemy ) ) // After 15 seconds of being hidden, return to alert
|
|
{
|
|
m_hEnemy = NULL;
|
|
pEnemy = NULL;
|
|
}
|
|
}
|
|
|
|
if ( HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE))
|
|
{
|
|
// flinch if hurt
|
|
return GetScheduleOfType( SCHED_SMALL_FLINCH );
|
|
}
|
|
|
|
// Cower when you hear something scary
|
|
if ( HasConditions( bits_COND_HEAR_SOUND ) )
|
|
{
|
|
CSound *pSound;
|
|
pSound = PBestSound();
|
|
|
|
ASSERT( pSound != NULL );
|
|
if ( pSound )
|
|
{
|
|
if ( pSound->m_iType & (bits_SOUND_DANGER | bits_SOUND_COMBAT) )
|
|
{
|
|
if ( gpGlobals->time - m_fearTime > 3 ) // Only cower every 3 seconds or so
|
|
{
|
|
m_fearTime = gpGlobals->time; // Update last fear
|
|
return GetScheduleOfType( SCHED_STARTLE ); // This will just duck for a second
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Behavior for following the player
|
|
if ( IsFollowing() )
|
|
{
|
|
if ( !m_hTargetEnt->IsAlive() )
|
|
{
|
|
// UNDONE: Comment about the recently dead player here?
|
|
StopFollowing( FALSE );
|
|
break;
|
|
}
|
|
|
|
int relationship = R_NO;
|
|
|
|
// Nothing scary, just me and the player
|
|
if ( pEnemy != NULL )
|
|
relationship = IRelationship( pEnemy );
|
|
|
|
// UNDONE: Model fear properly, fix R_FR and add multiple levels of fear
|
|
if ( relationship != R_DL && relationship != R_HT )
|
|
{
|
|
// If I'm already close enough to my target
|
|
if ( TargetDistance() <= 128 )
|
|
{
|
|
if ( CanHeal() ) // Heal opportunistically
|
|
return slHeal;
|
|
if ( HasConditions( bits_COND_CLIENT_PUSH ) ) // Player wants me to move
|
|
return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW );
|
|
}
|
|
return GetScheduleOfType( SCHED_TARGET_FACE ); // Just face and follow.
|
|
}
|
|
else // UNDONE: When afraid, scientist won't move out of your way. Keep This? If not, write move away scared
|
|
{
|
|
if ( HasConditions( bits_COND_NEW_ENEMY ) ) // I just saw something new and scary, react
|
|
return GetScheduleOfType( SCHED_FEAR ); // React to something scary
|
|
return GetScheduleOfType( SCHED_TARGET_FACE_SCARED ); // face and follow, but I'm scared!
|
|
}
|
|
}
|
|
|
|
if ( HasConditions( bits_COND_CLIENT_PUSH ) ) // Player wants me to move
|
|
return GetScheduleOfType( SCHED_MOVE_AWAY );
|
|
|
|
// try to say something about smells
|
|
TrySmellTalk();
|
|
break;
|
|
case MONSTERSTATE_COMBAT:
|
|
if ( HasConditions( bits_COND_NEW_ENEMY ) )
|
|
return slFear; // Point and scream!
|
|
if ( HasConditions( bits_COND_SEE_ENEMY ) )
|
|
return slScientistCover; // Take Cover
|
|
|
|
if ( HasConditions( bits_COND_HEAR_SOUND ) )
|
|
return slTakeCoverFromBestSound; // Cower and panic from the scary sound!
|
|
|
|
return slScientistCover; // Run & Cower
|
|
break;
|
|
}
|
|
|
|
return CTalkMonster::GetSchedule();
|
|
}
|
|
|
|
MONSTERSTATE CScientist :: GetIdealState ( void )
|
|
{
|
|
switch ( m_MonsterState )
|
|
{
|
|
case MONSTERSTATE_ALERT:
|
|
case MONSTERSTATE_IDLE:
|
|
if ( HasConditions( bits_COND_NEW_ENEMY ) )
|
|
{
|
|
if ( IsFollowing() )
|
|
{
|
|
int relationship = IRelationship( m_hEnemy );
|
|
if ( relationship != R_FR || relationship != R_HT && !HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) )
|
|
{
|
|
// Don't go to combat if you're following the player
|
|
m_IdealMonsterState = MONSTERSTATE_ALERT;
|
|
return m_IdealMonsterState;
|
|
}
|
|
StopFollowing( TRUE );
|
|
}
|
|
}
|
|
else if ( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) )
|
|
{
|
|
// Stop following if you take damage
|
|
if ( IsFollowing() )
|
|
StopFollowing( TRUE );
|
|
}
|
|
break;
|
|
|
|
case MONSTERSTATE_COMBAT:
|
|
{
|
|
CBaseEntity *pEnemy = m_hEnemy;
|
|
if ( pEnemy != NULL )
|
|
{
|
|
if ( DisregardEnemy( pEnemy ) ) // After 15 seconds of being hidden, return to alert
|
|
{
|
|
// Strip enemy when going to alert
|
|
m_IdealMonsterState = MONSTERSTATE_ALERT;
|
|
m_hEnemy = NULL;
|
|
return m_IdealMonsterState;
|
|
}
|
|
// Follow if only scared a little
|
|
if ( m_hTargetEnt != NULL )
|
|
{
|
|
m_IdealMonsterState = MONSTERSTATE_ALERT;
|
|
return m_IdealMonsterState;
|
|
}
|
|
|
|
if ( HasConditions ( bits_COND_SEE_ENEMY ) )
|
|
{
|
|
m_fearTime = gpGlobals->time;
|
|
m_IdealMonsterState = MONSTERSTATE_COMBAT;
|
|
return m_IdealMonsterState;
|
|
}
|
|
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
return CTalkMonster::GetIdealState();
|
|
}
|
|
|
|
|
|
BOOL CScientist::CanHeal( void )
|
|
{
|
|
if ( (m_healTime > gpGlobals->time) || (m_hTargetEnt == NULL) || (m_hTargetEnt->pev->health > (m_hTargetEnt->pev->max_health * 0.5)) )
|
|
return FALSE;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
void CScientist::Heal( void )
|
|
{
|
|
if ( !CanHeal() )
|
|
return;
|
|
|
|
Vector target = m_hTargetEnt->pev->origin - pev->origin;
|
|
if ( target.Length() > 100 )
|
|
return;
|
|
|
|
m_hTargetEnt->TakeHealth( gSkillData.scientistHeal, DMG_GENERIC );
|
|
// Don't heal again for 1 minute
|
|
m_healTime = gpGlobals->time + 60;
|
|
}
|
|
|
|
int CScientist::FriendNumber( int arrayNumber )
|
|
{
|
|
static int array[3] = { 1, 2, 0 };
|
|
if ( arrayNumber < 3 )
|
|
return array[ arrayNumber ];
|
|
return arrayNumber;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// Dead Scientist PROP
|
|
//=========================================================
|
|
class CDeadScientist : public CBaseMonster
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
int Classify ( void ) { return CLASS_HUMAN_PASSIVE; }
|
|
|
|
void KeyValue( KeyValueData *pkvd );
|
|
int m_iPose;// which sequence to display
|
|
static char *m_szPoses[7];
|
|
};
|
|
char *CDeadScientist::m_szPoses[] = { "lying_on_back", "lying_on_stomach", "dead_sitting", "dead_hang", "dead_table1", "dead_table2", "dead_table3" };
|
|
|
|
void CDeadScientist::KeyValue( KeyValueData *pkvd )
|
|
{
|
|
if (FStrEq(pkvd->szKeyName, "pose"))
|
|
{
|
|
m_iPose = atoi(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CBaseMonster::KeyValue( pkvd );
|
|
}
|
|
LINK_ENTITY_TO_CLASS( monster_scientist_dead, CDeadScientist );
|
|
|
|
//
|
|
// ********** DeadScientist SPAWN **********
|
|
//
|
|
void CDeadScientist :: Spawn( )
|
|
{
|
|
PRECACHE_MODEL("models/scientist.mdl");
|
|
SET_MODEL(ENT(pev), "models/scientist.mdl");
|
|
|
|
pev->effects = 0;
|
|
pev->sequence = 0;
|
|
// Corpses have less health
|
|
pev->health = 8;//gSkillData.scientistHealth;
|
|
|
|
m_bloodColor = BLOOD_COLOR_RED;
|
|
|
|
if ( pev->body == -1 )
|
|
{// -1 chooses a random head
|
|
pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS-1);// pick a head, any head
|
|
}
|
|
// Luther is black, make his hands black
|
|
if ( pev->body == HEAD_LUTHER )
|
|
pev->skin = 1;
|
|
else
|
|
pev->skin = 0;
|
|
|
|
pev->sequence = LookupSequence( m_szPoses[m_iPose] );
|
|
if (pev->sequence == -1)
|
|
{
|
|
ALERT ( at_console, "Dead scientist with bad pose\n" );
|
|
}
|
|
|
|
// pev->skin += 2; // use bloody skin -- UNDONE: Turn this back on when we have a bloody skin again!
|
|
MonsterInitDead();
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// Sitting Scientist PROP
|
|
//=========================================================
|
|
|
|
class CSittingScientist : public CScientist // kdb: changed from public CBaseMonster so he can speak
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
void Precache( void );
|
|
|
|
void EXPORT SittingThink( void );
|
|
int Classify ( void );
|
|
virtual int Save( CSave &save );
|
|
virtual int Restore( CRestore &restore );
|
|
static TYPEDESCRIPTION m_SaveData[];
|
|
|
|
virtual void SetAnswerQuestion( CTalkMonster *pSpeaker );
|
|
int FriendNumber( int arrayNumber );
|
|
|
|
int FIdleSpeak ( void );
|
|
int m_baseSequence;
|
|
int m_headTurn;
|
|
float m_flResponseDelay;
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( monster_sitting_scientist, CSittingScientist );
|
|
TYPEDESCRIPTION CSittingScientist::m_SaveData[] =
|
|
{
|
|
// Don't need to save/restore m_baseSequence (recalced)
|
|
DEFINE_FIELD( CSittingScientist, m_headTurn, FIELD_INTEGER ),
|
|
DEFINE_FIELD( CSittingScientist, m_flResponseDelay, FIELD_FLOAT ),
|
|
};
|
|
|
|
IMPLEMENT_SAVERESTORE( CSittingScientist, CScientist );
|
|
|
|
// animation sequence aliases
|
|
typedef enum
|
|
{
|
|
SITTING_ANIM_sitlookleft,
|
|
SITTING_ANIM_sitlookright,
|
|
SITTING_ANIM_sitscared,
|
|
SITTING_ANIM_sitting2,
|
|
SITTING_ANIM_sitting3
|
|
} SITTING_ANIM;
|
|
|
|
|
|
//
|
|
// ********** Scientist SPAWN **********
|
|
//
|
|
void CSittingScientist :: Spawn( )
|
|
{
|
|
PRECACHE_MODEL("models/scientist.mdl");
|
|
SET_MODEL(ENT(pev), "models/scientist.mdl");
|
|
Precache();
|
|
InitBoneControllers();
|
|
|
|
UTIL_SetSize(pev, Vector(-14, -14, 0), Vector(14, 14, 36));
|
|
|
|
pev->solid = SOLID_SLIDEBOX;
|
|
pev->movetype = MOVETYPE_STEP;
|
|
pev->effects = 0;
|
|
pev->health = 50;
|
|
|
|
m_bloodColor = BLOOD_COLOR_RED;
|
|
m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result )
|
|
|
|
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD;
|
|
|
|
SetBits(pev->spawnflags, SF_MONSTER_PREDISASTER); // predisaster only!
|
|
|
|
if ( pev->body == -1 )
|
|
{// -1 chooses a random head
|
|
pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS-1);// pick a head, any head
|
|
}
|
|
// Luther is black, make his hands black
|
|
if ( pev->body == HEAD_LUTHER )
|
|
pev->skin = 1;
|
|
|
|
m_baseSequence = LookupSequence( "sitlookleft" );
|
|
pev->sequence = m_baseSequence + RANDOM_LONG(0,4);
|
|
ResetSequenceInfo( );
|
|
|
|
SetThink (SittingThink);
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
DROP_TO_FLOOR ( ENT(pev) );
|
|
}
|
|
|
|
void CSittingScientist :: Precache( void )
|
|
{
|
|
m_baseSequence = LookupSequence( "sitlookleft" );
|
|
TalkInit();
|
|
}
|
|
|
|
//=========================================================
|
|
// ID as a passive human
|
|
//=========================================================
|
|
int CSittingScientist :: Classify ( void )
|
|
{
|
|
return CLASS_HUMAN_PASSIVE;
|
|
}
|
|
|
|
|
|
int CSittingScientist::FriendNumber( int arrayNumber )
|
|
{
|
|
static int array[3] = { 2, 1, 0 };
|
|
if ( arrayNumber < 3 )
|
|
return array[ arrayNumber ];
|
|
return arrayNumber;
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
// sit, do stuff
|
|
//=========================================================
|
|
void CSittingScientist :: SittingThink( void )
|
|
{
|
|
CBaseEntity *pent;
|
|
|
|
StudioFrameAdvance( );
|
|
|
|
// try to greet player
|
|
if (FIdleHello())
|
|
{
|
|
pent = FindNearestFriend(TRUE);
|
|
if (pent)
|
|
{
|
|
float yaw = VecToYaw(pent->pev->origin - pev->origin) - pev->angles.y;
|
|
|
|
if (yaw > 180) yaw -= 360;
|
|
if (yaw < -180) yaw += 360;
|
|
|
|
if (yaw > 0)
|
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitlookleft;
|
|
else
|
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitlookright;
|
|
|
|
ResetSequenceInfo( );
|
|
pev->frame = 0;
|
|
SetBoneController( 0, 0 );
|
|
}
|
|
}
|
|
else if (m_fSequenceFinished)
|
|
{
|
|
int i = RANDOM_LONG(0,99);
|
|
m_headTurn = 0;
|
|
|
|
if (m_flResponseDelay && gpGlobals->time > m_flResponseDelay)
|
|
{
|
|
// respond to question
|
|
IdleRespond();
|
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitscared;
|
|
m_flResponseDelay = 0;
|
|
}
|
|
else if (i < 30)
|
|
{
|
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitting3;
|
|
|
|
// turn towards player or nearest friend and speak
|
|
|
|
if (!FBitSet(m_bitsSaid, bit_saidHelloPlayer))
|
|
pent = FindNearestFriend(TRUE);
|
|
else
|
|
pent = FindNearestFriend(FALSE);
|
|
|
|
if (!FIdleSpeak() || !pent)
|
|
{
|
|
m_headTurn = RANDOM_LONG(0,8) * 10 - 40;
|
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitting3;
|
|
}
|
|
else
|
|
{
|
|
// only turn head if we spoke
|
|
float yaw = VecToYaw(pent->pev->origin - pev->origin) - pev->angles.y;
|
|
|
|
if (yaw > 180) yaw -= 360;
|
|
if (yaw < -180) yaw += 360;
|
|
|
|
if (yaw > 0)
|
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitlookleft;
|
|
else
|
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitlookright;
|
|
|
|
//ALERT(at_console, "sitting speak\n");
|
|
}
|
|
}
|
|
else if (i < 60)
|
|
{
|
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitting3;
|
|
m_headTurn = RANDOM_LONG(0,8) * 10 - 40;
|
|
if (RANDOM_LONG(0,99) < 5)
|
|
{
|
|
//ALERT(at_console, "sitting speak2\n");
|
|
FIdleSpeak();
|
|
}
|
|
}
|
|
else if (i < 80)
|
|
{
|
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitting2;
|
|
}
|
|
else if (i < 100)
|
|
{
|
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitscared;
|
|
}
|
|
|
|
ResetSequenceInfo( );
|
|
pev->frame = 0;
|
|
SetBoneController( 0, m_headTurn );
|
|
}
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
}
|
|
|
|
// prepare sitting scientist to answer a question
|
|
void CSittingScientist :: SetAnswerQuestion( CTalkMonster *pSpeaker )
|
|
{
|
|
m_flResponseDelay = gpGlobals->time + RANDOM_FLOAT(3, 4);
|
|
m_hTalkTarget = (CBaseMonster *)pSpeaker;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// FIdleSpeak
|
|
// ask question of nearby friend, or make statement
|
|
//=========================================================
|
|
int CSittingScientist :: FIdleSpeak ( void )
|
|
{
|
|
// try to start a conversation, or make statement
|
|
int pitch;
|
|
|
|
if (!FOkToSpeak())
|
|
return FALSE;
|
|
|
|
// set global min delay for next conversation
|
|
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(4.8, 5.2);
|
|
|
|
pitch = GetVoicePitch();
|
|
|
|
// if there is a friend nearby to speak to, play sentence, set friend's response time, return
|
|
|
|
// try to talk to any standing or sitting scientists nearby
|
|
CBaseEntity *pentFriend = FindNearestFriend(FALSE);
|
|
|
|
if (pentFriend && RANDOM_LONG(0,1))
|
|
{
|
|
CTalkMonster *pTalkMonster = GetClassPtr((CTalkMonster *)pentFriend->pev);
|
|
pTalkMonster->SetAnswerQuestion( this );
|
|
|
|
IdleHeadTurn(pentFriend->pev->origin);
|
|
SENTENCEG_PlayRndSz( ENT(pev), m_szGrp[TLK_PQUESTION], 1.0, ATTN_IDLE, 0, pitch );
|
|
// set global min delay for next conversation
|
|
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(4.8, 5.2);
|
|
return TRUE;
|
|
}
|
|
|
|
// otherwise, play an idle statement
|
|
if (RANDOM_LONG(0,1))
|
|
{
|
|
SENTENCEG_PlayRndSz( ENT(pev), m_szGrp[TLK_PIDLE], 1.0, ATTN_IDLE, 0, pitch );
|
|
// set global min delay for next conversation
|
|
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(4.8, 5.2);
|
|
return TRUE;
|
|
}
|
|
|
|
// never spoke
|
|
CTalkMonster::g_talkWaitTime = 0;
|
|
return FALSE;
|
|
}
|